// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer
LPDIRECT3DVERTEXBUFFER9 v_buffer2 = NULL;    // the pointer to the vertex buffer
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;    // the pointer to the index buffer
LPDIRECT3DTEXTURE9 texture = NULL;
LPDIRECT3DTEXTURE9 texture1 = NULL;
LPDIRECT3DTEXTURE9 texture2 = NULL;
LPDIRECT3DTEXTURE9 texture3 = NULL;

// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR; float u0, v0; float u1, v1; };
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX2)

struct CUSTOMVERTEX2 {FLOAT X, Y, Z; float u0, v0; };
#define CUSTOMFVF2 (D3DFVF_XYZ | D3DFVF_TEX2)

static D3DTEXTUREOP colorOp[] = { D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X, D3DTOP_ADD, D3DTOP_ADDSIGNED, D3DTOP_ADDSIGNED2X, D3DTOP_SUBTRACT, D3DTOP_ADDSMOOTH };
static const char *colorOpNames[] = { "modulate", "modulate 2X", "modulate 4X", "add", "add signed", "add signed 2x", "substract", "add smooth" };
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
static int textureOpIndex = 0;

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = "WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, nCmdShow);

    initD3D(hWnd);

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }


        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
		case WM_KEYUP:
			textureOpIndex = (textureOpIndex + 1) % ARRAY_SIZE(colorOp);
			SetWindowText(hWnd, colorOpNames[textureOpIndex]);
			break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

    init_graphics();

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // turn off culling
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer
}

		/* problems with viewport. How D3D handle viewport out of screen?
		if (i == 0)
		{
			viewport.X = 0;
			viewport.Y = 0;
			viewport.Width = SCREEN_WIDTH / 2;
			viewport.Height = SCREEN_HEIGHT / 2;
			viewport.MinZ = 0;
			viewport.MaxZ = 1;
		}
		else if (i == 1)
		{
			viewport.X = 10;
			viewport.Y = 10;
			viewport.Width = SCREEN_WIDTH + 1000;
			viewport.Height = SCREEN_HEIGHT + 200;
			viewport.MinZ = 0;
			viewport.MaxZ = 1;
		}
		else
		{
			viewport.X = 0;
			viewport.Y = SCREEN_HEIGHT / 2;
			viewport.Width = SCREEN_WIDTH / 2;
			viewport.Height = SCREEN_HEIGHT / 2;
			viewport.MinZ = 0;
			viewport.MaxZ = 1;
		}
		d3ddev->SetViewport(&viewport);
		*/
// this is the function used to render a single frame
void render_frame(void)
{
	static float index = 0.0f;
	
	index += 0.005f;
	D3DVIEWPORT9 viewport;

	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
	d3ddev->BeginScene();

	// set the view transform
	D3DXMATRIX matView;    // the view transform matrix
	D3DXMatrixLookAtLH(&matView,
	&D3DXVECTOR3 (0.0f, 8.0f, -20.0f),    // the camera position
	&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),      // the look-at position
	&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
	d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView 

	// set the projection transform
	D3DXMATRIX matProjection;
	D3DXMatrixPerspectiveFovLH(&matProjection,
							   D3DXToRadian(45),    // the horizontal field of view
							   (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
							   1.0f,   // the near view-plane
							   100.0f);    // the far view-plane
	d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);

	d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
	d3ddev->SetIndices(i_buffer);
	d3ddev->SetTexture(0, texture);
	d3ddev->SetTexture(1, texture1);
	d3ddev->SetTexture(2, texture2);
	d3ddev->SetTexture(3, texture2);
	d3ddev->SetFVF(CUSTOMFVF);

	// set the world transform
	D3DXMATRIX matRotateY, matTranslation, worldMatrix;
	D3DXMatrixTranslation(&matTranslation, 0, 0, 0);
	D3DXMatrixRotationY(&matRotateY, index);
	D3DXMatrixMultiply(&worldMatrix, &matRotateY, &matTranslation);
	d3ddev->SetTransform(D3DTS_WORLD, &worldMatrix);

	d3ddev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); // tell it to use u, v
	d3ddev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
	d3ddev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); // texture color
	d3ddev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); // vertex color
	//d3ddev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
	//d3ddev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // texture alpha
	//d3ddev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); // vertex alpha

	d3ddev->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1); // tell it to use u2, v2
	d3ddev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
	d3ddev->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); // decal texture
	d3ddev->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); // result from stage 0

	d3ddev->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, 1); // tell it to use u2, v2
	d3ddev->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
	d3ddev->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE); // decal texture
	d3ddev->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_CURRENT); // result from stage 0

	d3ddev->SetTextureStageState(3, D3DTSS_TEXCOORDINDEX, 1); // tell it to use u2, v2
	d3ddev->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_SUBTRACT);
	d3ddev->SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_TEXTURE); // decal texture
	d3ddev->SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_CURRENT); // result from stage 0

	d3ddev->SetTextureStageState(4, D3DTSS_COLOROP, D3DTOP_DISABLE);
	d3ddev->SetTextureStageState(4, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

	/*
	d3ddev->SetTextureStageState(0, D3DTSS_COLOROP, colorOp[textureOpIndex]);
	d3ddev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
	d3ddev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);

	d3ddev->SetTextureStageState(1, D3DTSS_COLOROP, colorOp[textureOpIndex]);
	d3ddev->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
	d3ddev->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
	*/
	d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 10, 0, 6);

	d3ddev->EndScene(); 
	d3ddev->Present(NULL, NULL, NULL, NULL);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    v_buffer->Release();
    i_buffer->Release();
    d3ddev->Release();
    d3d->Release();
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX
    struct CUSTOMVERTEX vertices[] =
    {
        // fuselage
        { 3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), 1, 1, 0, 0},
        { 0.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), 0.5, 1, 0.5, 0.5},
        { 0.0f, 0.0f, 10.0f, D3DCOLOR_XRGB(255, 0, 0), 0.5, 0, 0.5, 0},
        { -3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 255), 0, 1, 0.5, 0.5},

        // left gun
        { 3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), 0, 0, 0, 0},
        { 3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), 0, 1, 0, 1},
        { 2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), 1, 0, 1, 0},

        // right gun
        { -3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), 0, 0, 0, 0},
        { -3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), 0, 1, 0, 1},
        { -2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), 1, 0, 1, 1},
    };

    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(10*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &v_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();

    // create the indices using an int array
    short indices[] =
    {
        0, 1, 2,    // fuselage
        2, 1, 3,
        3, 1, 0,
        0, 2, 3,
        4, 5, 6,    // wings
        7, 8, 9,
    };

    // create a index buffer interface called i_buffer
    d3ddev->CreateIndexBuffer(18*sizeof(short),
                              0,
                              D3DFMT_INDEX16,
                              D3DPOOL_MANAGED,
                              &i_buffer,
                              NULL);

    // lock i_buffer and load the indices into it
    i_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, indices, sizeof(indices));
    i_buffer->Unlock();

	/*
	D3DSURFACE_DESC ddsd;
	D3DXCreateTexture(d3ddev, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_pTexture);
	if (FAILED(m_pTexture->GetLevelDesc( 0, &ddsd ) ) )
		return FALSE;
	*/
	D3DXIMAGE_INFO texInfos;
	HRESULT hr;
	hr = D3DXCreateTextureFromFile(d3ddev, "../../../data/tex.bmp", &texture1);
	hr = D3DXCreateTextureFromFile(d3ddev, "../../../data/2.jpg", &texture2);
	hr = D3DXCreateTextureFromFile(d3ddev, "../../../data/3.bmp", &texture3);
	hr = D3DXCreateTextureFromFile(d3ddev, "../../../data/texture272.jpg", &texture);
	//hr = D3DXCreateTextureFromFileEx(d3ddev, "../../../data/tex.bmp", 0, 0, 0, 0, D3DFMT_FROM_FILE, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_ARGB(0, 0, 0, 0), &texInfos, NULL, &texture);
	//hr = D3DXCreateTexture(d3ddev, 256, 256, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture);
	if (hr != D3D_OK)
	{
		MessageBox(NULL, "Create texture failed", "Error", MB_ICONERROR);
	}
}
